                          X-COM: UFO Editor v1.00
                  X-COM: Terror from the Deep Editor v1.00

                           ClarkWehyr Enterprises

INTRODUCTION

So, you're an avid player of MicroProse Software's X-COM: UFO Defense or
its sequel, X-COM: Terror from the Deep.  Unfortunately, your enthusiasm
somewhat eclipses your ability and you find that you just can't seem to
stay solvent for more than two months running.  Bummer.

You, dear reader, have but two alternatives: Get better at playing the game
or get better at hacking it.  The former course of action, while quite
admirable, has nothing further to do with this document and those of you
who wish not to cheat (er, enhance) your game are now excused.

Those of you who want to get better at the latter alternative, welcome to
the ClarkWehyr Enterprises X-COM Editor Suite, the components of which are
rather unimaginatively named X-COM: UFO Defense Editor v1.00 (XCOMEDIT) and
X-COM: Terror from the Deep Editor v1.00 (TFTDEDIT).  The suite is
comprised of two DOS executables, one for X-COM: UFO and another for
X-COM: TFTD (hereafter referred to as UFO and TFTD).

I've looked at many other editors, but most of them left much to be
desired--either they didn't work correctly, or had horrendous user
interfaces.  After stumbling across Marco Kaiser's UFOEDIT v1.2 which
included excellent data file structure tables, I decided to write my own
editor.  Approximately 16,000 cups of coffee and 10,000 cigarettes later,
here is the result.

These utilities work with your saved game files to allow you to edit most
aspects of the game, from soldier statistics to the amount of money you
earn each month.  Here are some of the features that you'll enjoy:

o   Extensive on-line help is available via the F1 key.
o   Edit the saved game name.
o   Edit the amount of money in your coffers.
o   Edit soldiers' statistics including maximizing or randomizing them.
o   Resurrect dead soldiers.
o   Edit alien containment data.
o   Edit base layout and base inventory (including maximizing all stores).
o   Edit transport and interception craft data including ships' stores.
o   Edit base facility data (change the cost, construction time or defense
    rating of base buildings).
o   Edit funding information per founding country.
o   For X-COM: TFTD only, import soldiers from X-COM: UFO.  Your favorite
    soldiers can live again!

The ClarkWehyr Enterprises X-COM Editor Suite is freeware, and you are
welcome to use it for as long as you wish.  I only ask that you freely pass
the program around and post it wherever it is welcomed.  If you feel that
some remuneration is in order, well, that's OK too.  Just make sure that it
is ClarkWehyr Enterprises that gets the cash instead of some other guy.


System Requirements

The system requirements are quite simple: If you can run either UFO or
TFTD, then you can run the editors.

Want specifics?  XCOMEDIT and TFTDEDIT require

o   An IBM-PC AT or compatible
o   DOS version 3.0 or better (runs fine under Microsoft Windows or
    Windows 95/98)
o   At least 200 KB of free conventional RAM
o   A hard disk drive or floppy disk drive with at least 200 KB of free
    space
o   A monochrome or color monitor

A mouse is helpful, but is not required.  If you want to use a mouse with
the editors, make sure that your mouse driver is properly loaded.

As you can see, the requirements for the game itself far outstrip the
modest requirements for the editor.


INSTALLATION

The ClarkWehyr Enterprises X-COM Editor Suite is comprised of two DOS
executables.  Each will require approximately 90 KB of disk space.  There
are no known problems associated with using a network or compressed disk
drive.  It is recommended that you install the package to a directory
listed in your PATH environment variable.

XCOMEDIT and TFTDEDIT are packaged in a single compressed archive file
named CWXCED10.ZIP. This archive contains the following:

    CWXCED.DOC      This document file (Microsoft Word 97)
	CWXCED.TXT		This document file (ASCII text)
    FILE_ID.DIZ     BBS description file
    INSTALL.BAT     Installation batch file
    README.1ST      The usual stuff, including CRC-32 signatures of the
                    rest of these files
    TFTDEDIT.CFG    Sample configuration file for
                    X-COM: Terror from the Deep
    TFTDEDIT.EXE    X-COM: Terror from the Deep editor
	XCOMEDIT.CFG	Sample configuration file for X-COM: UFO Defense
	XCOMEDIT.EXE	X-COM: UFO Defense editor


Use PKUNZIP or a similar utility to extract the archive into any directory
in your path.  For example, typing the following command at the DOS prompt

                         pkunzip cwxced10 c:\utils

will extract all files from the CWXCED10.ZIP archive into the C:\UTILS
directory on your hard drive.

If you have trouble determining which directory to unzip the archive into,
run the included INSTALL.BAT file which simply extracts the archive into
the first directory on your path.

When this has been done, you may run the editor at the DOS command line by
typing XCOMEDIT or TFTDEDIT, depending upon which editor you wish to use.
You do not have to be in any particular directory before invoking the
editor (something that peeved me about other X-COM editors I've run
across).


Configuration

XCOMEDIT and TFTDEDIT require minimal configuration.  If you are logged
onto the drive where you installed UFO and/or TFTD, and these games were
installed to the default locations, there is nothing left to do--you can
simply run the desired editor.

The editors assume that UFO is installed in the \MPS\UFO\ directory and
that TFTD is in the \MPS\TFTD\ directory on the current drive.  If this is
not the case, you can specify the correct directory on the command line
each time you run the editor, or you can edit the configuration file so
that it explicitly lists the correct path (recommended).  The XCOMEDIT.CFG
file contains the directory for UFO and the TFTDEDIT.CFG file contains the
directory for TFTD.

The editor first looks for the .CFG file in the current directory.  If not
found it then looks in the directory where the executable resides.

See the sample .CFG files for details.


Running the Editor

The remainder of this document assumes that you are using the XCOMEDIT
program.  The TFTDEDIT program runs and looks exactly the same, except that
there is one additional menu item--the option for importing soldiers from
X-COM: UFO.

You can view the program's command line switches by typing XCOMEDIT /? at
the command line prompt.  Switches are case-insensitive and may be preceded
by either a / or - character.


    Saved game editor for X-COM: UFO Defense.

    Usage: XCOMEDIT [game_path | game_number][/? | /H]

    game_path       Path to saved game files.
    game_number     Number of saved game (1 to 10, inclusive).
    /?|/H           Displays this help message.

    The default game path is taken from the XCOMEDIT.CFG file if it exists;
    otherwise the path is assumed to be \MPS\UFO\GAME_1\

    If neither the game path nor number are specified, a menu will be
    presented allowing you to choose the saved game you wish to edit.

    XCOMEDIT v1.00 Written by Robert B. Clark <rclark@iquest.net>
    Copyright (C) 1998 ClarkWehyr Enterprises.  All rights reserved.


If XCOM was installed in the default directory or if you have a valid path
set in the .CFG file, you can begin editing save game #4 by typing the
following at the command line:

                                 XCOMEDIT 4

It doesn't get much easier than that.


If for some reason you don't want to define a path in the .CFG file or if
you want to edit a saved game in a directory other the implied one, use a
command line similar to

                          XCOMEDIT E:\XCOM\GAME_4

This will bring up the saved game in the directory E:\XCOM\GAME_4\.

If you invoke the editor without specifying a game number or explicit path
(i.e., you simply typed XCOMEDIT) and if the implied game directory is
correct, you will be presented a menu of all valid saved games.  Move the
highlighted cursor using the mouse or arrow keys and press Enter or left
click on the desired game.  Alternatively, type one of the digits 1 through
0 to access saved game #1 through #10.

Greyed menu items represent empty saved game slots and are not selectable.


Ĵ  X-COM: UFO Defense Editor v1.00  ķ



Ĵ Saved Games Selection Ŀ
 1.  <no saved game found>                            
 2.  Running out of cash         Mar 19 1999 10:52 AM 
 3.  light/aven/fire/sky/int     Sep 20 1999 08:36 PM 
 4.  Having fun?                 Jul 08 1999 02:05 AM 
 5.  Added Newt Ginrich          Jan 30 1999 03:51 PM 
 6.  New Game                    Jan 01 1999 12:21 PM 
 7.  light/aven/fire/sky/int     Sep 20 1999 01:30 PM 
 8.  Lost base                   Mar 19 1999 11:02 AM 
 9.  Ghost base                  Jun 01 1999 00:33 AM 
 0.  Brand new game              Jan 01 1999 12:08 PM 
ٰ







F1=help   Enter=done   Esc=abort   Spacebar/arrows=select options
Ľ


All menus in the editor work pretty much the same way:

                      Moves the highlight bar up or down.
                      Moves the highlight bar up or down.
    Spacebar            Moves the highlight bar down.
    PgUp, PgDn          Moves the highlight bar up/down by one page.  In
                        multi-form dialogs, advance to the previous/next
                        form.
    Home                Moves highlight bar to top of menu.
    End                 Moves highlight bar to bottom of menu.
    F1                  Access on-line help for the menu.  If you press F1
                        a second time, an abbreviated form of the IBM
                        Technical Reference data entry keys will be
                        displayed.
    Enter               Access the currently highlighted menu item.  In
                        dialog forms, save the changes made (if any).
    Esc                 Exit the menu.  In dialog forms, abort any changes
                        made.
    Highlighted         Press one of the highlighted characters to jump
    character           directly to that menu item.  On data entry forms,
                        press Alt plus the highlighted character.
    Left mouse button   Same as Enter.
    Right mouse button  Same as Esc.


Now that you've loaded in your saved game, you're ready to begin cheating
(er, enhancing) your gameplay. We'll cover each menu item in turn.


EDITING STUFF IN YOUR GAME

It's really rather easy.  Want to give yourself lots and lots of cash?  Run
the "Money" option.  Don't like the way Clarence Bradley seems to always
get his butt kicked by measly little Sectiods?  Run the "Soldiers" option.
Don't have a Sectiod Commander to interrogate and are too darned lazy to go
get one?  Use the "Alien Containment" editor.

Simply put, I've done all I could to ruin the game for you. :)

After selecting the save game you wish to edit, the "Edit Options" menu
will be displayed:


Ĵ  X-COM: UFO Defense Editor v1.00  ķ

Having fun?     Jul 08 1999 02:05 AM   ($1,965,622,430)

Ĵ Edit Options Ŀ
 Saved Game Name            
 Money                      
 Bases and Stores           
 Soldiers                   
 Alien Containment          
 Transport and Attack Ships 
 Base Facilities            
 Diplomacy                  
ĳ
 Discard Changes            
 Show Unused Records        
ĳ
 About XCOMEDIT             
ٰ




F1=help   Enter=done   Esc=abort   Spacebar/arrows=select options
 c:\mps\ufo\game_4\ Ľ



The saved game name, date and amount of cash are displayed at the top of
the screen.  The saved game path is displayed at the bottom and remains
visible throughout the program to serve as a reminder of which game is
being edited.

You can type the highlighted character to directly access that menu option.

Note the conspicuous absence of a "Save" option.  All edited data will be
written to disk automatically when you exit this menu and go back to the
"Saved Game Selection" screen.  Don't worry, you will be given one more
opportunity to abort your changes or make a backup of any changed files
just before the data is saved.


Saved Game Name

X-COM does not allow you to change the name of a previously saved game
without re-saving it.  My editor corrects this oversight.  I suspect that
the date and time are actually used by X-COM and are not there just for
esthetics; therefore you will not be allowed to change the date or time.
Perhaps this will be changed in future versions of the editor if I can
determine if it is safe to introduce time warps into the world of X-COM.


Money

The pop-up dialog box displays the current amount of cash and asks you to
enter the desired value.  Type any number between 0 and $2,147,483,647 (do
not enter the dollar sign or the commas).  Be aware that if you exceed
$2,147,483,647 while playing the game, your cash will roll over into
negative amounts.  Avoid this by giving yourself at least a couple million
dollars less than the maximum.


Bases and Stores

This menu option leads you to a base editor where you can alter the layout
of the base using either the keyboard or the mouse.  Further, you may edit
the base's General Stores inventory and the number of scientists and
engineers assigned to the base.


Ĵ  X-COM: UFO Defense Editor v1.00  ķ
Ĵ NorthCom        Ŀ
 General Stores                                           1 of 6   (#1)  
 Ŀ                       
 Living Contmt LgRadr Living Wrkshp Lab       Access Lift         
                                              Living Quarters     
 Ĵ   Laboratory          
 Stores        Living Wrkshp Living PlsDef    Workshop            
                                              Small Radar         
 Ĵ   Large Radar         
 Stores        Lab    Stores PlsDef PlsDef    Missile Defense     
                                       3      General Stores      
 Ĵ   Alien Containment   
 Access                                       Laser Defense       
                                              Plasma Defense      
 Ĵ   Fusion Ball Defense 
 Hangar Hangar Hangar Hangar Hangar Hangar    Grav Shield         
                                              Mind Shield         
 Ĵ   Psionic Laboratory  
 Hangar Hangar Hangar Hangar Hangar Hangar    Hyperwave Decoder   
                                              Hangar              
    <Clear>             
                                                                         
PgUp/PgDn=prev/next pageٰ
 c:\mps\ufo\game_4\ Ľ



The 6x6 grid to the left represents the X-COM base layout.  Within each
grid box is an abbreviated form of the facility name that is built upon it.
Facilities that are not yet completed have a number below them that
indicates the construction time remaining, in days.

On the right is a list of all possible facilities that may be built.  There
is no cost to build anything, and once placed upon the grid they are
available for immediate use (exception: the Hyperwave Decoder (UFO) and
Transmission Decoder (TFTD) must be completed in real time in order for the
game to work correctly. These facilities will have one day's construction
left when placed upon the grid).

Above the grid display is the full name of the selected facility.  To the
far right of that is the base number, the total number of bases, and in
parentheses, the record number of this base in the data file.  This
information is largely for reference.

Use the arrow keys to navigate the facility list.  When the facility you
wish to build is highlighted, press Tab to switch to the base grid.  Use
the arrow keys to move the cursor to the desired square and press the
Spacebar to place the selected facility on the grid.

Mouse users can simply left click on a square to place the selected
facility.

As of this version, there is no check to insure that all facilities have a
direct link to the Access Lift (or Air Lock for TFTD).  Also, when placing
a Hangar (or a Sub Pen for TFTD), the upper-left corner of the structure
will placed at the cursor location.

There are several other options available while editing the base layout:

    Alt-N   Change the base's name.
    Alt-C   Copy this base (and its stores) to another base or to all
            available bases.
    Alt-I   Edit this base's General Stores, including the number of
            scientists and engineers assigned to it.

To view another base, press PgUp to go back to the previous base or PgDn to
advance to the next base. Any changes made to the current base will be
preserved. When you proceed beyond the first or last base, the display will
wrap around to the last or first base, respectively.

Mouse users can also left click on the up- or down-arrow symbols on the
right border to go back to the previous page or advance to the next one.

When you are done editing the base layout, press Enter to save your changes
and go back to the "Edit Options" menu; press Esc to abort your changes and
return to the previous menu, or press one of the hotkeys mentioned above to
further edit your base.


Base Inventory

Press Alt-I at the base editor screen to edit the base's General Stores.  A
two-column list of the items stored at that base and the amounts of each
will be presented.  Use the directional keys (including Home, End, PgUp and
PgDn) to navigate around the page.  Press the Spacebar to edit the
currently selected item.

The purpose of greyed out items has not been positively identified, but you
may edit these items anyway.

You may enter any positive number between 0 and 32000, or press Alt-M to
enter the maximum amount (32,000 for stores, 255 for scientists or
engineers).  Press Alt-X to maximize all items in General Stores.

After changing an item, use the up- or down-arrow keys to go to another
field or press Enter to signal that you are done and wish to retain your
changes.  Press Esc to abort and discard any changes.  In either case, you
will be back at the base layout editor screen.


Soldiers

Ah, the very heart of the editor, and one of the main reasons it was
written in the first place.  After getting my butt soundly kicked in a few
alien base raids, I found it therapeutic to give a few selected soldiers an
extra-large dose of virtual steroids and go back in to exact a little
revenge.  :)

Be judicious in your use of this feature--you can seriously kill the
challenge of the game without half trying.

The soldier editor allows you to change.well, everything about a soldier.
Even his or her appearance in the Battlescape is under your control!


Ĵ  X-COM: UFO Defense Editor v1.00  ķ
Ĵ  Edit Soldier Data  Ŀ
                                                 1 of 47  (#1)   
 Soldier Name   Shigeru Okabe T                                  
                                                                 
 Rank       Captain               Gender           M             
 Base       AnartiCom             Appearance       Redhead       
 Ship       (None)                Killed Penalty   33            
 Armour     Personal Armor                                       
                                                                 
 No. of Missions       8          Psi Strength          30       
 No. of Kills          2          Psi Skill             0        
 Days Until Healed     0          In Psi Training?      N        
                                                                 
 Base Statistics               Improved Statistics       Total   
 Time Units            56      Time Units          1        57   
 Stamina               46      Stamina             2        48   
 Health                25      Health              5        30   
 Bravery %             60      Bravery %           0        60   
 Reactions             44      Reactions           0        44   
 Firing Accuracy       49      Firing Accuracy     0        49   
 Throwing Accuracy     77      Throwing Accuracy   2        79   
 Strength              36      Strength            1        37   
PgUp/PgDn=prev/next pageٰ
 c:\mps\ufo\game_4\ Ľ



Context-sensitive help is available for most fields on this form; simply
press F1.  Press Alt plus the highlighted letter to access that field
(e.g., Alt-R to access the Rank field).  Note that some hotkeys are used
more than once; pressing that Alt-letter will advance to the next field
using that hotkey starting from the current position.  Press the Tab or the
down-arrow key to advance to the next field; press Shift-Tab or the
up-arrow key to go back to the previous field.

Mouse users can left click on any field's prompt to directly access that
field.

Some fields have pop-up windows associated with them (this is indicated by
a small down-arrow symbol appearing next to the field's data when that
field is selected).  Press the down-arrow key or left click on the arrow
symbol to activate the pop-up menu.  Press Enter on the desired pop-up
option.

Some of the other fields accept only one of several possible characters;
for example, the Gender field accepts only M or F.  Most of the fields on
the form accept only integers from 0 to a specific upper limit. Press F1
while editing a field to see the permissible characters or limits.

If you haven't gotten the hint yet, you can press F1 a lot while running
this program.  Most of the time, it will even tell you something useful.

I'll leave it to you to view the help screens for each data field.  I'll
just say here that the maximum base + improved statistics have been limited
to 160, which is the most that the in-game soldier statistics graph
displays without wrapping over to the left side of the screen.  Moreover,
values in excess of 170 or so may cause your soldiers to act in ways
counter to what you would expect.

Besides, a soldier maxed out at 160 TUs, strength , etc., is still a very
baaad customer.

As in the base layout editor, the soldier editor also has a few extra
goodies accessible by hotkeys:

    Alt-J   Jumps directly to a specified soldier by name using either case
            sensitive or case insensitive matches.  Partial matches are OK.
    Alt-M   Max all improved statistics for this soldier.
    Alt-X   Max all improved statistics for all soldiers.
    Alt-Z   Randomize all statistics for this soldier.  You could as easily
            wind up with a wimp as a pumped-up Ahnold wanna-be.

Note that the base + improved values will not exceed 160 when maximizing or
randomizing a soldier's statistics.

Bases and Ships

A quick word is in order about how X-COM records soldiers' base and ship
assignments.  As I've discovered in my rummaging about the saved game
files, the soldier record contains what appears to be a lookup code that
identifies the base and ship to which the soldier is assigned.  The exact
code is unpredictable, but it is consistent within a particular game.
Therefore, my code simply creates a 1:1 lookup table linking each base and
ship code to each base and transport ship extant in the game.

The catch?  You must have at least one soldier assigned to each base and at
least one soldier assigned to each transport ship in the game!  If the base
lookup table is invalid (there exists a base to which no soldiers are
currently assigned), the Base field will be inactivated and you will not be
able to use the editor to assign a soldier to any base in the game.

My ship assignment algorithm works the same exact way.  However, I have as
yet been unable to determine how the game tracks the ship's registry number
(e.g., Skyranger-1).  I can only determine the type of ship.  In order to
avoid confusion, I've disabled the Ship field on the soldier editor form.
You'll have to make ship assignments within the game.


Alien Containment

We've all had problems taking down that live Sectiod Commander for
interrogation (well, at least I have). With this editor, you can change any
existing alien into another for research purposes.  If the "Show Unused
Records" toggle is set in the "Edit Options" menu, you can insert a critter
into the alien containment pod without having to first have an existing
alien under captivity.  See the Show Unused Records section later on in
this document for details.


           Ĵ  Edit Alien Containment Data  Ŀ
                                             1 of 3   (#1)     
            Race   Snakeman                                   
            Rank   Soldier              Base   EuroCom         
           PgUp/PgDn=prev/next page


This form is comprised of three pop-up menus.  The Base field will be
greyed out if the base lookup table is invalid (see the Bases and Ships
section, above).

Note that while you can create just about any combination of alien race and
rank, not all of them will be recognized by the game.


Transport and Attack Ships

Here you get to fiddle with your ships' fuel, damage, ready status, etc.
If the ship in question is a transport ship, you can also edit the
inventory that it is carrying.  Actually, you can edit inventory for
interception craft as well, it's just that the game will ignore it.


    Ĵ  Edit Ship Data  Ŀ
                                                       1 of 8   (#1)  
     Fuel     1500   100%               Crew   9                      
     Damage   0        0%               HWPs   1                      
                                        Base   EuroCom                
                                                                      
     Craft Type    Skyranger            Ready Status   Ready          
                                                                      
     Left Weapon   (None)               Right Weapon   (None)         
     Left Ammo     0                    Right Ammo     0              
    PgUp/PgDn=prev/next page


The Crew, HWPs and Base fields are not selectable; they are there for
reference only.  The Crew and Base fields are dependent upon the validity
of their associated lookup tables; see the Bases and Ships section, above.

In case you haven't yet hit F1 to see the juicy details, you can press
Alt-I to access the ship's inventory. The stores editor works the same way
as the Base inventory editor--indeed, the same code is used for both.


Base Facilities

This editor allows you to change the initial cost, construction time,
maintenance and defense ratings of each type of facility that you can
build.  If you elect not to cheat by embezzling from the World Bank (that
is, by editing the amount of money you have using the Money editor), you
can cheat by making all facility construction and maintenance costs free or
close to nonexistent.  It's up to you; I believe in flexibility.


Ĵ  Edit Base Facilities  Ŀ
                                                                         
 FACILITY                       COST/$k  DAYS  MAINT/$k  DEFENSE  HIT%   
 --------                       -------  ----  --------  -------  ----   
 Access Lift                    300       1      4        0        0     
 Living Quarters                400       16     10       0        0     
 Laboratory                     750       26     30       0        0     
 Workshop                       800       32     35       0        0     
 Small Radar                    500       12     10       0        0     
 Large Radar                    800       25     15       0        0     
 Missile Defense                200       16     5        500      50    
 General Stores                 150       10     5        0        0     
 Alien Containment              400       18     15       0        0     
 Laser Defense                  400       24     10       600      60    
 Plasma Defense                 600       34     12       900      70    
 Fusion Ball Defense            800       34     14       1200     80    
 Grav Shield                    1200      38     15       0        0     
 Mind Shield                    1300      33     5        0        0     
 Psionic Laboratory             750       24     16       0        0     
 Hyperwave Decoder              1400      26     30       0        0     
 Hangar                         200       25     25       0        0     



You ought to know the drill by now.  Permissible values for COST and
DEFENSE are 0..32767; the other fields are limited to 0..255.

The COST and MAINT fields are in $1,000 increments--that is, 300 means
$300,000.

In testing, I've found that you can give a non-defensive building (e.g.,
Living Quarters) a defense rating and it will be applied to the defense of
your base.

If you make all buildings cost nothing and set the construction time to 0
days, you've effectively made the Bases screen in the game into a
full-fledged, graphical base editor.  Tee hee. :)


Diplomacy

Here's another afterthought made redundant by the presence of the money
editor.  The Diplomacy editor allows you to change the diplomatic relations
with each founding country, and also lets you change the amount of cash
they are contributing to your cause.  After all, surely the U.S.A. can
afford more than a measly 1.4 mil for all the good work you are doing, eh?


       Ĵ  Edit Funding/Diplomacy Data  Ŀ
                                                                   
        FUNDING COUNTRY          STATUS    FUNDS/$k    CHANGE/$k   
        ---------------          ------    --------    ---------   
        USA                        0             0        -1442    
        Russia                     3           441          +47    
        UK                         3           363          +47    
        France                     3           580          +80    
        Germany                    3           438          +43    
        Italy                      3           357          +26    
        Spain                      3           211          +32    
        China                      3           371          +30    
        Japan                      3           785          +58    
        India                      3           241          +23    
        Brazil                     3           441          +57    
        Australia                  3           583          +67    
        Nigeria                    3           395          +51    
        South Africa               3           469          +78    
        Egypt                      3           159          +14    
        Canada                     3            94           +0    
        ---------------          ------    --------    ---------   
        TOTALS ($):                       +5928000      -789000    
       


The STATUS field is not entirely clear to me, but it seems that 3=happy
camper and 0=one seriously cheesed-off nation.

The FUNDS field is more interesting-it shows how much money (in $1,000
increments) a country is paying you to patrol its area.  The CHANGE field
shows how much the funding amount changed since the last month.  For
larceny purposes, edit the FUNDS field rather than the CHANGE field, which
changes every month.


Discard Changes

Pretty much says it all--any changes made will be discarded and the game
data will be reread from disk.


Show Unused Records

This is a toggle selection; the default condition is off.  When this option
is off, you will only be able to view and edit records that actually exist,
are live and are valid.  For example, deceased soldiers would not show up
in the soldier editor if "Show Unused Records" was off.

If this option is on, the menu option will change to read "Hide Unused
Records" and invalid records in all editors will be available to you.  What
are invalid records?

o   Deceased soldiers
o   Empty alien containment slots
o   Destroyed bases
o   Destroyed ships

Note that the soldier editor makes a very sophisticated guess as to which
soldier records are actually deceased soldiers and which are simply unused,
uninitialized garbage.  Unlike most of the other soldier editors I've run
across, you shouldn't have to wade though 200 bogus soldier records to get
to your favorite Sergeant who unfortunately seriously underestimated that
last grenade toss.


About XCOMEDIT

This is the standard, ubiquitous "About" box.  `Nuff said.


Saving Changed Data

No, there isn't a menu option that you missed.  There is no "Save" option;
all edited data is saved when you exit the "Edit Options" menu.

If there is any changed data during an editing session, the flashing text
"Data has been changed" will appear below the "Edit Options" menu.  If you
exit this menu while there is changed data, you will be asked to confirm
saving the data to disk.  At this point, you could abort the save or direct
it to continue, creating a backup of any changed files in the process:


    Make backups of all changed files? ([Y]es/No/Abort) Y

    Copying E:\MPS\UFO\GAME_1\LIGLOB.DAT to E:\MPS\UFO\GAME_1\LIGLOB.BAK
    Saving  E:\MPS\UFO\GAME_1\LIGLOB.DAT

    -- Pause --

If you reply Y (the default), all changed data will be written to disk and
backups of the files will be created.

If you reply N, the data will be saved and backups will not be kept.

If you reply A, the changed data will be discarded just as if you had
selected Discard Changes at the "Edit Options" menu.

After the data has been saved, you will be returned to the "Saved Games
Selection" menu.


Import X-COM:UFO Soldiers

As previously mentioned, there is one menu option that appears only in the
TFTDEDIT program.  You can import your favorite soldiers from UFO to TFTD.
The idea is that after the first war, the X-COM soldiers went into
suspended animation to be resuscitated at a later date should the need
arise.  Hope they still drew paychecks during those intervening 40 years.

All of their experience and statistics are preserved.  There is one
anomaly--cryogenic preservation seems to alter the appearance of certain
racial groups.  Moreover, it induces baldness in certain men.  :)

After selecting the Import option, you will be presented a file directory
dialog.  If you installed TFTD alongside UFO (that is, both programs' home
directories are in the same parent directory), the dialog should already be
in the correct directory.  If not, navigate to the correct directory.  You
can use Alt-x to jump to the root directory on drive x:; for example, Alt-E
switches you to the root directory on drive E:

Once you've located the game directory for UFO, select the GAME_x directory
containing the soldier(s) you wish to import.  Select any of the files in
that directory.

For example, navigate to E:\MPS\UFO\GAME_5 and select the SOLDIER.DAT file
within that directory to import soldiers from game #5 of UFO.

Once you've selected your saved game file, the hard part is over.  You'll
see a screen something like the following:


Ĵ  X-COM: Terror From The Deep Editor v1.00  ķ

Found Alien Colony     Jun 29 2040 00:31 AM   ($919,355,008)

Ĵ UFO Soldiers ĿĿ
 Shigeru Okabe T        Select an X-COM:UFO soldier from the list at 
 Dwight Miller DM/SC   the left and press Enter.                    
 Henri Dujardin DM                                                  
 Helen Taylor FS        You can mark multiple soldiers for inclusion 
 Clarence Bradley       by selecting each soldier and hitting the    
 Michiko Matsumara     Spacebar.                                    
 Gunter Brehme FT                                                    
 Ivan Korkia            Press F5 to mark/unmark all soldiers.        
 Tom Bradley FTS                                                     
 Shigeru Koyama         You can jump directly to a soldier by typing 
 Emile Dujardin         enough of his name to uniquely identify him. 
 Pierre Laroyenne HW                                                 
 Claude Gressier        There are 53 living UFO soldiers.            
 Shigeo Iwasaki         There are 39 living TFTD soldiers.           
 Emile Revenu                                                        
ٰc:\mps\ufo\game_3\ٰ


F1=help   Enter=done   Esc=abort   Spacebar/arrows=select options
 c:\mps\tftd\game_4\ Ľ



The list at the left contains all of the valid soldiers found in the UFO
data file, subject to the "Show Unused Records" toggle setting (see the
Show Unused Records section of this document).  The window at the right
tells you stuff that this document is supposed to tell you.  To wit: Mark
the soldiers you want to import using the Spacebar or F5 keys.  A checkmark
() will appear to the right of each selected soldier.

When all desired soldiers have been marked, press Enter to begin the
resuscitation process.  The newly revived soldiers will be assigned to your
original base and will not be assigned to any ship.  Your living quarters
might become seriously overcrowded, but the only problem will be that you
won't be able to transfer anyone else to that base until you make some more
room.


FINAL CONSIDERATIONS

XCOMEDIT and TFTDEDIT (collectively abbreviated as CWXCED--The ClarkWehyr
Enterprises X-COM Editor Suite) were written in C and compiled using
Borland Turbo C v3.0.  The code (including the user interface) is 100% my
own-no third party libraries were used.  The project contains well over
100,000 lines of code, not including my libraries.

What more do you want?  Suggestions are welcome, but keep in mind that I am
more apt to give consideration to those that have supported the continued
development of this project (read sent me cash). A nominal donation of $5
would be appreciated.

You are not required to pay to use this product.  CWXCED remains free for
personal use.

The source code is available for a $20 fee, which does not include the
source to the libraries used to create the UI.  Contact the author if you
have any further questions.  Please make checks payable to Robert B. Clark.
 
You may contact the author at the following address:

    Robert B. Clark
    ClarkWehyr Enterprises
    7204 Knobwood Drive Suite E.
    Indianapolis, Indiana 46260-3889
    USA

    Tel: (317) 298-7707
    Fax: (317) 298-5391

    Internet e-mail: rclark@iquest.net
    World Wide Web: http://www.iquest.net/~rclark/ClarkWehyr.html



LEGALESE

Short Form

The two programs XCOMEDIT and TFTDEDIT (collectively known as The
ClarkWehyr Enterprises X-COM Editor Suite or CWXCED) are freeware and no
charges may be levied for this suite other than a nominal media or access
fee.  The author assumes no liability for the use or applicability of this
software. By using this software, the user explicitly assumes all risk and
responsibility.


X-COM: UFO Defense and X-COM: Terror From The Deep are registered
trademarks of MicroProse, Ltd.
PKUNZIP is a registered trademark of PKWARE, Inc.
Microsoft Windows is a registered trademark of Microsoft Corporation.
Borland Turbo C is a trademark of Inprise, Inc.

ClarkWehyr Enterprises and The ClarkWehyr Enterprises X-COM Editor Suite
are trademarks of ClarkWehyr Enterprises.

Trademarks of all companies mentioned in this document are for
identification purposes only and are the property of their respective
companies.


Longer Form

CLARKWEHYR SOFTWARE LICENSE AGREEMENT

    NOTICE TO USERS: CAREFULLY READ THE FOLLOWING LEGAL AGREEMENT. USE
    OF THE SOFTWARE PROVIDED WITH THIS AGREEMENT (THE "SOFTWARE")
    CONSTITUTES YOUR ACCEPTANCE OF THESE TERMS. IF YOU DO NOT AGREE TO
    THE TERMS OF THIS AGREEMENT, PROMPTLY REMOVE THE SOFTWARE TOGETHER
    WITH ALL COPIES FROM YOUR COMPUTER. USER'S USE OF THIS SOFTWARE IS
    CONDITIONED UPON COMPLIANCE BY USER WITH THE TERMS OF THIS
    AGREEMENT.
    
    I.      LICENSE GRANT.  ClarkWehyr Enterprises ("CLARKWEHYR")
            grants to you a non-exclusive, non-transferable right to
            use the SOFTWARE on file servers connected to a maximum
            number of user computers, or on a maximum number of user
            computers, not exceeding the number of licenses purchased.
            This license to use the SOFTWARE is conditioned upon your
            compliance with the terms of this agreement.  You agree
            you will only copy the SOFTWARE into any machine-readable
            or printed form as necessary to use it in accordance with
            this license or for backup purposes in support of your use
            of the SOFTWARE. This license is effective until
            terminated.  You may terminate it at any point by
            destroying the SOFTWARE together with all copies of the
            SOFTWARE. CLARKWEHYR has the option to terminate if you
            fail to comply with any term or condition of this
            agreement.  You agree upon such termination to destroy the
            SOFTWARE together with all copies of the SOFTWARE.
    
     II.    COPYRIGHT.  The SOFTWARE is protected by United States
            copyright law and international treaty provisions.  You
            acknowledge that no title to the intellectual property in
            the SOFTWARE is transferred to you.  You further
            acknowledge that title and full ownership rights to the
            SOFTWARE will remain the exclusive property of CLARKWEHYR
            or its suppliers, and you will not acquire any rights to
            the SOFTWARE except as expressly set forth in this
            license.  You agree that any copies of the SOFTWARE will
            contain the same proprietary notices that appear on and in
            the SOFTWARE.
    
     III.   REVERSE ENGINEERING.  You agree that you will not attempt
            to reverse compile, modify, translate, or disassemble the
            SOFTWARE in whole or in part.
    
     IV.    LIMITED WARRANTY.  CLARKWEHYR warrants that the SOFTWARE
            will perform substantially in accordance with the
            accompanying written materials for a period of thirty (30)
            days from the date of purchase.  Any implied warranties
            relating to the SOFTWARE are limited to thirty (30) days.
    
     V.     CUSTOMER REMEDIES. If the SOFTWARE does not conform to the
            limited warranty in Section IV above ("Limited Warranty"),
            CLARKWEHYR's entire liability and your sole remedy shall
            be, at CLARKWEHYR's option, either to (a) correct the
            error or (b) help you work around or avoid the error.  The
            Limited Warranty is void if failure of the SOFTWARE has
            resulted from accident, abuse, or misapplication.  Any
            replacement SOFTWARE will be warranted for the remainder
            of the original Limited Warranty period.
    
     VI.    NO OTHER WARRANTIES.  CLARKWEHYR DOES NOT WARRANT THAT THE
            SOFTWARE IS ERROR FREE.  EXCEPT FOR THE EXPRESS LIMITED
            WARRANTY IN SECTION IV ("LIMITED WARRANTY"), CLARKWEHYR
            DISCLAIMS ALL OTHER WARRANTIES WITH RESPECT TO THE
            SOFTWARE, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT
            LIMITED TO IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS
            FOR A PARTICULAR PURPOSE, AND NONINFRINGEMENT OF
            THIRD-PARTY RIGHTS.

            SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED
            WARRANTIES OR LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY
            MAY LAST, OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR
            CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS OR
            EXCLUSIONS MAY NOT APPLY TO YOU.  THIS WARRANTY GIVES YOU
            SPECIFIC LEGAL RIGHTS. YOU ALSO MAY HAVE OTHER RIGHTS,
            WHICH VARY FROM JURISDICTION TO JURISDICTION.
    
     VII.   SEVERABILITY.  In the event of invalidity of any provision
            of this license, the parties agree that such invalidity
            shall not affect the validity of the remaining portions of
            this license.
    
     VIII.  NO LIABILITY FOR CONSEQUENTIAL DAMAGES.  IN NO EVENT SHALL
            CLARKWEHYR OR ITS SUPPLIERS BE LIABLE TO YOU FOR ANY
            CONSEQUENTIAL, SPECIAL, INCIDENTAL, OR INDIRECT DAMAGES OF
            ANY KIND ARISING OUT OF THE DELIVERY, PERFORMANCE, OR USE
            OF THE SOFTWARE, EVEN IF CLARKWEHYR HAS BEEN ADVISED OF
            THE POSSIBILITY OF SUCH DAMAGES.  IN NO EVENT WILL
            CLARKWEHYR'S LIABILITY FOR ANY CLAIM, WHETHER IN CONTRACT,
            TORT, OR ANY OTHER THEORY OF LIABILITY, EXCEED THE LICENSE
            FEE PAID BY YOU, IF ANY.
    
     IX.    GOVERNING LAW.  This license will be governed by the laws
            of the State of Indiana as they are applied to agreements
            between Indiana residents entered into and to be performed
            entirely within Indiana.  The United Nations Convention on
            Contracts for the International Sale of Goods is
            specifically disclaimed.
 
     X.     ENTIRE AGREEMENT.  This is the entire agreement between
            you and CLARKWEHYR, which supersedes any prior agreement
            or understanding, whether written or oral, relating to the
            subject matter of this license.
    
     Should you have any questions concerning this license agreement,
     please call (317) 298-7707, or write:
    
        ClarkWehyr Enterprises
        7204 Knobwood Drive Suite E
        Indianapolis, Indiana 46260-3889
        USA





----------------------------------
ClarkWehyr Enterprises X-COM Editor Suite v1.00 Copyright (c) 1998 by
Robert B. Clark.

X-COM: UFO Defense Editor v1.00 and X-COM: Terror from the Deep Editor
v1.00 Copyright (c) 1998 by Robert B. Clark

All rights reserved.

Last updated: Tuesday, August 18, 1998 at 3:52 PM
